﻿/*
* Copyright (c) 2010-2012 Tesla Engine Group
* 
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
* 
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
* 
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
* THE SOFTWARE.
*/


using System;

namespace Tesla.Core {

    /// <summary>
    /// Encapsulates a method that has no parameters or return values that will be executed when an application is Idle. Generally this is
    /// the method that contains the main update/render "loop" and is thus a heartbeat for your graphics application.
    /// </summary>
    public delegate void Heartbeat();

    /// <summary>
    /// Host that manages the message pump and acts as the "game loop". A host requires that the window be a primary window,
    /// otherwise running the host will fail.
    /// </summary>
    public interface IWindowHost {

        /// <summary>
        /// Idle event when the application is finished processing messages. Usually the update/draw loop is set here.
        /// </summary>
        event Heartbeat Idle;

        /// <summary>
        /// Gets the window associated with the host.
        /// </summary>
        Window AssociatedWindow {
            get;
        }

        /// <summary>
        /// Initiates the loop.
        /// </summary>
        void Run();

        /// <summary>
        /// Exits the loop.
        /// </summary>
        void Exit();
    }
}
